Tyron Posted July 31, 2022 Report Share Posted July 31, 2022 Dear Feature-Rich Community v1.17.0-rc.3, an unstable release, can now be downloaded through the account manager (section "Other Goodies"). This release fixes a rather critical issue when upgrading old savegames (1.16.x savegames loaded in 1.17.0-rc.2) - some bodies of water became non-interactable, and reeds appeared to lose their enclosing water. This release fixes that issue and auto-restores the parts of those worlds which may have been broken in rc.2. If you notice any remaining water issues in your games please report them. Also ... hats are now craftable! Game updates Tweak: Added recipes for straw, bamboo, and top hats. Also improved their transform values. Tweak: Added subcommand /player [playername] entity maxoxygen [int] to edit oxygen capacity on existing players Tweak: Reverted spear thrust sound to old voiced sound. Made them respect the selected voice pitch therefore. Tweak: Removed 'new seraph voices' setting, they are now always on as I believe most are at a bearable quality now. Tweak: Various minor tweaks (addded sub-1 movespeeds to worldedit dialog, fixed a typo, improved ifp clayforming, slower vertical texture animation of water) Tweak: Dyes now need to be sealed for a while before they're ready. Tweak: Water visuals fine tuning Fixed: Worldmap: The trader icon disappeared Fixed: Multiple issues with the worldedit eraser and paintbrush when placing/deleting water Fixed: Drifters not fleeing during daylight Fixed: Unusually dark clouds in some cases Fixed: Plank block spawning under players feet on first spawn when it shouldn't Fixed: Crash when repairing copper head lamellar Fixed: Ground storage guide twice in handbook. Fixed a render issue with one of the hotkeys on the same guide Fixed: Attempt to fix startup issues on some systems related to libzstd Fixed: Attempt to fix rare deep water chunks not being drawn properly Fixed: Water and reeds in worlds created prior to game version 1.17 not updating correctly in 1.17.0-rc.2 API refactor: WaypointMapLayer icons and colors are no longer static and renamed to WaypointIcons/WaypointColors View full record 6 1 2 Link to comment Share on other sites More sharing options...
daretmavi Posted July 31, 2022 Report Share Posted July 31, 2022 The first person animation is much better for clay forming. Only one small remark would I have. If you start clay forming, your chest is moving forward, but the camera is not - this makes a big chest in front of you. In general looking down makes it to see too much of a chest. Maybe the camera could be moved a bit forward in general, so you see less of a chest if you look down. When you start forming, chest moves forward, but it will not be that visible and will not tend to overlay you work. 2022-07-31_10-59-07.mp4 1 1 Link to comment Share on other sites More sharing options...
daretmavi Posted July 31, 2022 Report Share Posted July 31, 2022 First person mode again. The wind animation doesn't seem to be the best for playing. Moving arm up, so you see only small part, would be better. As you look up, it should move up with your view. 1 1 Link to comment Share on other sites More sharing options...
Yappi Door Posted July 31, 2022 Report Share Posted July 31, 2022 57 minutes ago, daretmavi said: First person mode again. The wind animation doesn't seem to be the best for playing. Moving arm up, so you see only small part, would be better. As you look up, it should move up with your view. Personally, I love the "Realistic third-person View" mode. But due to the inconvenience and slight curvature of the animation, you have to use the usual mode... 1 Link to comment Share on other sites More sharing options...
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